Friday, September 30, 2016

The Brass Bull (OSR Monster)

Although The Brass Bull is written with a 1950’s B-Movie setting, it can easily be transported to other times and settings such as Victorian pulp, 1920’s weird horror, modern, and fantasy.

The Brass Bull
The brass bull, also known as the brazen bull or the bronze bull, was a torture and execution device devised by the ancient Greeks.. The first brass bull was constructed by Perillos of Athens for the tyrant-king Phalaris of Akragas, in modern Sicily. Perillos cast hollow, life-size bronze statue of a bull, with a door in its side. Those to suffer the fate of the brass bull were locked into the device and a fire was set beneath the bull. The metal was slowly heated until it became white-hot, suffocating and roasting the condemned to death in the bull’s brass belly. To add a gruesome, yet artistic touch, a series of elaborate tubes in the brass bull’s head converted the victim’s screams into the semblance of a bull’s bellowing.

The Bull still contains the bones of the executed, sealed inside of the bronze device. The trapped spirit of the victim, a thief and traitor, has gone mad from the agonizing horror of his death and the millennia spent trapped in the bull. In its tormented and confused state, it animates the brass bull and goes on a rampage goring and stomping any in its path.

When the bull is animated ghostly wisps of smoke waft from the rolling brass eyes, from the mouth and nose holes. The sound of hollow bellowing mixed with a faint whispering in Ancient Greek emanate from the bulls mouth and nose.

The Brass Bull
AC:  14
HD:  6
ATTACKS: Gore (1d8) and Kick/Stomp (1d6)
SAVE: 12
SPECIAL: Charge, Fire Breath, Regeneration and Immunities.
MOVE: 15

The Bull attacks twice per round goring with it's horns and stomping and kicking with its hooves.

If the Bull has at least 60' to charge can make one charge attack and if successful does triple gore damage if it hits (3d8.)

Fire Breath
Three times per day the Bull can breathe fire in a stream 50' long in a 30' arc. Any caught in the stream take 6d6 damage. A Save (vs Breath Weapon) drops the damage by 1/2. IF the Save is made by 5 or more over the target number the victim takes 0 damage.

Regeneration and Immunities
The Bull regenerates 2 hp per round as the brass pulls itself back together with a scraping metallic noise.
It takes minimum damage from normal weapons. Electricity and cold does only half damage. It is immune to fire.
It only takes full damage from magic and bronze weapons.

The Bull is immune to charm, hold, and sleep spells. 

Laying the Ghost to Rest
The ghost can only be put to rest if the bones are removed from the bull and soaked in the blood of a bull sacrificed to the god Dionysus. When the bones are completely submerged the Bull de-animates as the restless spirit moves on.

A B-Movie Adventure Seed
Here is all I had written so far. At some point I hope to fully flesh it out.

Plainsville, USA
Late October, 1955
Friday night.

A perfectly intact brass bull was found six months ago at an archaeological dig funded by the small state college in Plainsville, USA. The expedition, led by Professor Charles Wingate, head of the Plainsville archaeological program and curator of the local museum, discovered the bull while digging in the remains of a small Greek settlement on a small island off of the Greek coast. 

The brass bull they discovered is the only known bull to still contain its victims remains still sealed inside of the device. The university and museum, after several months of legal red-tape, have secured it for display in the small town with the hope that the attraction will bring more government grants and scholarly interest for both institutes. The museum has been keeping the true nature of the exhibit a secret, building media attention with the mystery of what was discovered. The mystery angle has been a smash hit, garnering the academic and media attention the board of directors, and especially Professor Wingate, greatly desired.

Everything was going just dandy, until last night, the night before the grand opening, when Professor Wingate, after drinking a bit much brandy, decided to open the hatch in the side of the brass bull to study the remains of the victim first hand. Unfortunately, opening the brass bull awakened the trapped spirit of the victim inside and the maddened spirit animated the brass bull and stomped and gored Professor Wingate to death. It then proceeded to do the same to the two museum guards who ran to the Professor’s aide after hearing his screams, the bellowing of the bull, and the destruction of the Greek room during the spirit’s rampage.

Now, the exhibit has been sealed from prying eyes, the big opening cancelled, and the reason for the deaths has been as mysterious as the new exhibit.

Crime Scene:
(Hoof marks - far heavier than any normal animal and tearing up the flooring, brass tip broken off into body, etc.)…. Try to mislead PC’s into thinking it was a Minotaur stature also in museum.

PC’S Involvement
Students/ Friends of the Professor

Rooms in the Museum
Storage (massive)
Gift Shop

Museum grounds
Museum neighborhood

Suggested Events
Entering the museum
Avoiding guards
The next murders

Basic Timeline
April, 1955
An intact brass bull, discovered in a Greek settlement by the Plainsville State College archeological dig led by Prof. Charles Wingate, is discovered. 

Early October, 
After six months of red tape the museum is allowed to take the brass bull home for exhibition.
The museum begins work on the top secret exhibit. Speculation is rampant in Plainsville over what the exhibition will be.

Late October
The night before the exhibit is to open, the Professor and two guards are found, murdered.
The exhibition is shut down for investigation.

Friday, September 23, 2016

What's Up

Getting my navel rules finally organized and put online was a big step for me. Next up I'm looking to revise my Mythos & Mayhem rule set with updates to the classes, the slight revision of my automobile rules and posting my aeroplane rules, as well as reorganizing relevant posts on the M&M page on this blog. While doing this I'll be typing in my Dunham Vale setting which goes hand-in-hand with this. I have several days coming up the next few weeks so hopefully I'll be getting it done shortly and put it up here on the blog.

Thursday, September 22, 2016

OSR Pirates: Ships, Sailing, and Naval Combat

This played well when I tested it.
No doubt there will be some tinkering along the line. I always tinker. It's an obsession.

I have been tinkering with my own Naval rules for  while. I have at least a dozen different naval rules from incredibly rules light to Rolemaster and GURPS. I've read and digested them all but they aren't quite what I am wanting for my own games. Thus I have tinkered and come up with some ideas, many of them familiar, for a usable light rules system easily compatible with Basic, Labyrinth Lord, Swords & Wizardry, etc.

I'm going for familiar concepts and fun easy to use rules, not a hardcore lesson in minute details of ships, cannon, and life at sea circa the golden age of piracy.

First we'll look at some basic ship types. I am no expert and there were many conflicting sources of ships. I boiled that down to a few recognizable ship types in the Pirate genre.
Roll with it.

Following that is the basic Sailing rules and the actual combat rules with cannon stats, etc.

Just like character hit points.
0 HP or less the ship sinks in 1d10 + 6 rounds.

Armor class to hit the ship. Modified by the Captain's Sailing bonus and Ship Maneuverability bonus. .
Faster ships receive an AC bonus of +1 for each 10' it is faster.

How nimble the ship is. It adds to the ship's AC and to attacks against other ships.

Basic travel feet per round. This represents an average movement. Windy weather (or lack of) can greatly affect the speed of a ship. (See Wind Conditions, Labyrinth Lord, pg 57.)
Daily movement equals the movement rate x 0.6 in miles per hour.

Turn Rate
Ships cannot just turn on a dime; turning takes time and effort.

Sailing Ships
A turn takes one round to give the order and prep for turn.
To turn ninety degrees takes two rounds past the prep round. (Rounds one and two.)
To turn one hundred eighty degrees takes another two rounds past the ninety degree turn. (Rounds three and four.)
While turning the ship continues to move forward in the direction it is turning.

Auxiliary/Rowing Ships
One round to ninety degrees, two rounds total for one hundred eighty degrees.

The number of men to operate the ship at full efficiency.
Having less than a full amount of crew can severly effect the operation of the ship. Speed is reduced, Sailing checks receive a negative modifier, the time taken to turn the ship, effect repairs, and load guns increases, and the number of guns in a fight decreases.
How many non-crew (troops, paying passengers, etc) can comfortably be carried. For every passenger space not taken up one ton of cargo may be added.

The absolute maximum weight of cargo carried by the ship in tons without causing problems. For every ton of cargo space not used one extra passenger can be comfortably lodged.

Total number of guns that can be fired in a salvo and their facing. Broadside is the number on one side of  ship. There is the same number (minus damaged cannon) on the opposite side,.

Auxiliary Ships 

1-Mast Ships 

2-Mast Ships 

3-Mast Ships 

4-Mast Ships 

5-Mast Ships 

The Sailing Check
This is the most important check for the characters running things on the ship. It is a simple Intelligence check with modifiers.
The Sailor class gains a bonus to this check at certain levels. NPC's experienced at life on the sea will certainly be assigned Sailing bonuses by the DM.

For opposed Sailing checks both parties roll an Intelligence check with the Sailing bonus and other bonuses/penalties.

The best roll under Int wins. If both made the check by the same amount then  it is a tie and continues into the next round with no bonus to either.

Intelligence +Sailing bonus. +/- chart quality bonuses.
For the most part sailing from one place to the other is pretty straight forward with decent charts and navigating instruments. This is left very open for the DM to add challenges and encounters getting from one place to another. Pirates, creatures, inclement weather, mutiny, etc can all make for a challenging voyage.

Spotting other Ships
Ships on the open sea can be spotted miles away. The higher your elevation above the water the further away you can spot other ships, etc.

Spotting a ship is automatic if the lookouts are paying attention. The distance at which they can be spotted are given below in miles and is adjusted for lighting and weather conditions.

To keep it simple take the base spotter location which shows how far out to water in miles a spotter can see.
Multiply this by Light modifiers  then multiply by Weather modifiers.

For example: A Brigantine's lookout in the crow's nest can see out to 24 miles on a normal day. He is on duty during  a cloudy night  with light rain (24 miles x 0.30 x 0.75) = 5.4 miles maximum to spot another ship.
A ship running with it's lights out may require a surprise check by the lookout at the DM's discretion.

Naval Combat Rounds are standard old-school D&D rounds with the following phases:
Tactical Roll

Tactical Roll 
Opposed Sailing checks.
Winner gets a +2 bonus to Sailing checks for the round. This affects iniative, attacks, flee/pursue, etc. Anything involving the Sailing ability.

1d6+ Int Bonus + Sailing bonus (including Tactical bonus if won ) + Ship Maneuver bonus.

Ships move in reverse order of initiative, so that the winner gets to react to the movements of his opponent.
Every ship has a speed measured in feet which the ship can move per round. This can be modified by daily wind conditions.
(See Wind Conditions, Labyrinth Lord, pg 57.)

1d20 +Int bonus +Sailing bonus (including Tactical bonus if won ) + Ship Maneuver bonus.
With a successful hit the enemy ship takes damage to its ship hit points.

Sinking Ships
At 0 HP or less. the ship sinks in 1d10 + 6 rounds.

1 ship hit points per 5 men per turn. This task requires full attention, so any crew involved in repair cannot take any other action during a turn repairing a vessel.

For complicated repairs (steering, extensive hull damage, etc as DM sees fit) a foreman must be in charge and must make a Repair check to guide the crew and gain the normal daily repaired ship hit points,

Ship's Guns
Demi-culverin: The smallest of the anti-ship guns , firing a 9-pound shot. Sometimes called a 9-pounder.
Damage: 1d3,  Range: 300'
Culverin: The most common ship’s weapon during this time period, firing an 18-pound shot.
Damage: 1d4, Range: 450'
Demi-cannon: A large-bore weapon firing a 24-pound shot.
Damage: 1d6, Range: 600'
Cannon: The largest of the ship-mounted weapons—a massive gun that fires a 45-pound shot.
Damage: 1d8, Range: 600'

The damage listed is what the guns do to ship hit points. This is multiplied x5 vs normal character hit points. Range has five increments. Each increment past the first has a cumulative -2 penalty to hit.

Reload Time
6 rounds (1 minute) for culverin.
12 rounds (2 minutes) for cannon.

Salvo  (multiple guns)
Hit bonus: +1 per 4 guns (round up)
Damage: Normal damage x number of guns in salvo.

If a critical hit is gained roll a 1d6.
1-5: Sail damage as per critical hit chart.
6: Mast damage as per critical hit chart.

+2 to hit. No ship damage. If a crit is gained 2d6 crew are hit for normal Cannon damge.

Hot Coals
If a critical hit is gained roll a 1d6.
1-5: Ship fire to enemy as per critical fail chart.
6: Major fire to enemy as per critical fail chart.

Critical Hit
Total attack roll and bonus +5 over AC needed to hit.
With gun fire each crit causes 1d6 crewman to be hit for normal (and usually lethal) gun damage as well as a roll on the critical hit table.

Critical Failure
Natural 1 on the d20 roll.
A roll on the critical failure table must be made.

Critical Hit
1d6 crew are hit for cannon damage (roll normal Gun damage dice x 5) and the attacker rolls on the chart below.
1. 1d6 extra crew are hit for cannon damage.
2. 1d6 guns destroyed.
3. Sail damage!-1 to move, -1 to Maneuver rolls. This stacks each time this is rolled and with mast damage.
4. Hold hit! 1d100 percent of cargo is lost.
5. x2 damage to ship from attack.
6. Pilot hit. -2 to Maneuver rolls for 1d4 rounds in the chaos.
7. 2d6 extra crew are hit for gun damage.
8. Mast hit! 1/2 move, -4 to Maneuver rolls. This stacks each time this is rolled and with sail damage.
9. x3 damage to ship from the attack.
10. Powder magazine hit! 1d6x10 damage to ship from explosion. 3d6 extra crew hit with this damage as well.

Critical Failure
1. Guns malfunction. 1d6 guns are out of the fight until repaired.
2. Ship fire! Ship takes 2d6 damage per round until fire is put out. It takes a minimum of 5 crew members 3 turns to douse it. For every five additional crew members, this time can be reduced by 1 turn to a minimum of 1 turn.
3. Hit allied ship for normal cannon damage. If this is not applicable roll again,.
4. Guns misfire! No shot is fired due to dampness, faulty load, etc. Normal reload to fire next volley.
5. Major fire! Ship takes 4d6 damage per round until fire is put out. It takes a minimum of 5 crew members 3 turns to douse it. For every five additional crew members, this time can be reduced by 1 turn to a minimum of 1 turn.
6. Guns explosion! A gun blows up, possibly destroying those nearby. 1d3 guns are lost.

When two ships wish to board one another, their mutual intent makes the action succeed with no chance of failure. If only one side wishes to board, the attacking side must win an opposed Sailing check (Int check with Sailing and Ship Maneuver bonus) with a -4 penalty to the attacking side.

Normal character combat ensues when the two crews clash. Characters who are boarding another ship suffer a penalty of –2 to attack rolls and armor class.

Once crew members come into contact with one another, combat ensues following the standard combat rules.

Normal naval attack roll.
A desperate maneuver, if the attacker hits he does 6d6x5 hp damage to the enemy ship but takes half of that damage to his own ship.

Often a drawn out affair with each ship maneuvering towards favorable currents, manipulating rigging and sail to maximize and compete for the wind, and a variety of other tricks. Pursuits often lasted hours or even days.

Every hour the ships roll opposed Sailing checks (including the Tactical bonus if won ) + Ship's Maneuver bonus. The faster ship also gains a  +1 bonus per 10' for speed faster than the slower ship.
If successful the fleeing ship doubles it's lead on the pursuer.
If successful the pursuing ship cuts the fleeing ships lead by half.
If tied or both fail the distance remains the same.
Eventually the pursuer will catch up to the ship for an attack or will fall so far behind as to give up the chase.

Thursday, September 8, 2016

Upcoming RPG Projects

I have several projects near completion. I mostly need to organize a few notes and type up the blog entries.

Dunham Vale. A lovecraftian 1920s small South Carolina coastal town setting. Emphasis on bootlegging, subtle Mythos investigation. Peaky Blinders with a Southern Gothic slant.

Gotham 1851. A western mini-setting in Old Gotham City. Lots of name dropping and supernatural horror. Inspired by All-Star Western's run with Jonah Hex and Amadeus Arkham. Cap and ball Gunslingers and gamblers vs old west Supernatural in a familiar yet slightly different setting.

Valley of Darkness. A French setting. Inspirations include Auveroigne, Brotherhood of the Wolf, Brothers Grimm, etc. A semi- historical Supernatural sandbox deep dark woods and a lot of secrets and to be uncovered. I had a lot of fun working on this one. It's generic enough to be set anywhere from medieval through Colonial.

Literally dozens of mini-adventures. Pulp. Western. Victorian. Colonial.

Wednesday, September 7, 2016

Naunet, Goddess of The Primordial Abyss: The Slithering Doom

Found a wonderful piece of art by Dorian Cleavenger and wanted to stat it as a Lovecraftian entity.

Naunet, Goddess of The Primordial Abyss
“Hail, Naunet Protector of the void, Guardian of the abyss……”
The Egyptians had many different versions of a creation myth. In all of them, the original God sprang from Nun (also called Nu) who was described as being ‘the primordial waters’. Nun was more than an ocean, He was a limitless expanse of motionless water. Nun was portrayed as a bearded man with a blue or green body, symbolizing water and fertility. In one hand He holds a palm frond, a symbol of long life and wears another one in His hair. Since He is known as the “Father of Fathers and the Mother of Mothers” and is sometimes shown with female breasts as well, His feminine aspect is known as the Goddess Inu. In another Egyptian version of the deities, rather than have a feminine version of Nun, He is said to have a consort named Naunet (sometimes called Nunet). Naunet is considered to be the Goddess of the Primordial Abyss of the Underworld. Naunet is a member of the Ogdoad of eight primordial deities who together personify the essence of the primordial chaos before the creation of the world. The Ogdoad created from Themselves the mound upon which lay the egg from which the sun god emerged. This Sun God, named Atum, became the first God of the earth. Eventually, Atum became associated with Ra. Ra-Atum was the coming of the light to disperse the darkness of Nun and is symbolized by the Phoenix in this context. His next task was to create other gods, which He did by masturbation, not by having a mate. This was not offensive to ancient Egyptians, but in fact intensified His power in their minds.

Naunet The Slithering Doom
Myths and legend have formed trough the aeons about the ancient terror Naunet whom guards 12 gateways to 'the Primordial Abyss of the Underworld'. These 12 gateways are found in remote places in the world both on land and in the deep seas. The gateways could be portals to the Abyss, other dimensions, alien worlds and realities, etc. DM's choice.

Naunet dwells in the spaces between the gates and can emerge from any of the gates to defend them against interlopers. The myth that she 'embodies the primal womb in which the cycles of birth, life, death and rebirth are carried out. She frees all beings to follow their individual cycles of life' developed from her habit of destroying those who would seek forbidden knowledge by entering the gates and sending them onto their next life.
No. Enc.:  Unique
Alignment: Chaotic
AC: 18
HD: 15
ATTACKS: 4 Tentacles (1d8), Bite (1d10)
SPECIAL: Resistance to Damage, Tentacle Grab, Terrifying Presence, Water/Wind Buffet
MOVE: 120' (40') Slither/ 240' (80') Swim

Resistance to Damage
Naunet is only hurt by electrical, fire, or magical attacks. All others do no damage to her flesh.

Tentacle Grab
Naunet can attack with up to four tentacles per round, each doing 1d8 damage. If two or more tentacles it the same target the victim is grappled and must make a Saving Throw (vs Death) with a 4 penalty each round to break free or take 2d6 automatic damage. Grappled creatures may also be pulled to Naunet's mouth (1-2/1d6 chance) for an automatic bite doing 1d10 damage.

Terrifying Presence
Those who come within sight of Naunet must Save (vs Paralysis) or be struck with fear causing a -4/-20 percent penalty to rolls. If the Save is failed by 5+ the victim of the Terror must flee her presence and cannot attempt to approach her again for 2d6 rounds. The victim must reroll the Save when re-approaching her.

Water/Wind Buffet
Naunet can use her pseudo-wings to unbalance foes both in the water and on land by creating waves or gusts of wind to knock them off balance. It is the only attack she can take in a round she chooses to do this.

The attack is an area 30' high, 30' wide, and 100' long. Anyone caught within this are must make a Saving Throw (vs Paralysis) with a -4 penalty or be knocked back 1d6 x 10' and prone for 1d6 rounds as they recover.

Sunday, September 4, 2016

OSR Colonial and Pirate Classes with Setting Notes

Here's a few classes for a Colonial, Pirate, Napoleonic, or even a Renaissance setting.
The Cavalryman, Musketeer, Pirate, and Swashbuckler.
All are combat classes (hit/save as Fighter.)

Use with the setting rules and following classes from the Victorian setting:
Combat Classes
(Explorer) as Scout

Non-Combat Classes
(Con-Man) Scoundrel
(Crook) Burglar
(Detective) Investigator

Here is the post on Colonial era firearms and Armor.
Here is the post on basic firearms rules.

Trained cavalry troops or anyone who has skill at riding.
Hit Dice 1d8 per level up to ninth level.
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Horse Fighter
Cavalrymen are familiar with combat on horseback. They receive no penalty for attacks made on horseback and gain a +2 bonus to hit with melee weapons vs infantry troops.
(-2 to a non-cavalryman class rider's attack unless he makes a Ride check at -4 penalty.)

Reloading a flintlock weapon on horse moving faster than a walk normally requires a Dex check with a -4 penalty. Failure results in the powder and shot being spilled. The Cavalryman can do it with a straight Dex check.

At levels 1, 4, 8, 12, 16, and 20 the Cavalryman gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot, etc. In addition, the Cavalryman can do the following:

On Horseback the Cavalryman gains a +1 to AC and can use his Dex bonus increase his mount's AC.

With a successful check, the Cavalryman can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.

With a successful check the Cavalryman can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)

With a successful check the Cavalryman can coax the horse to leap obstacles and the Cavalryman can hang on while the animal is performing the maneuver.

Time in the saddle has toughened the Cavalryman.
+2 to Saving Throws vs disease and poison.

Musketeers are combatants who have a great affinity for firearms. They are marksmen and are trained to care for their weapons. Their knowledge of firearms often makes them the default Armorer caring for the crew's weaponry. Their bonuses to hit coupled with bonuses from aiming and point blank range make them deadly in a firefight.
Hit Die Type: 1d8 per level.
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms.
Prime Attribute (5% experience bonus): Dexterity 13+.

The Musketeer receives a +1 bonus to hit with any firearm. This stacks with aiming and point blank shooting.

Fast Draw
The Musketeer can draw, ready, and fire a firearm faster. They only recieve a -2 to their shooting attacks when drawing and shooting a firearm(s) in the same round instead of a -4 penalty.

Fast Reload
The Musketeer cuts their reload time down by one round. Thus a musket or pistol can be reloaded in one round instead of two.

Firearm Repair
Anyone can attempt to fix malfunctioning or broken firearms and cannon. The Musketeer is better at it due to his familiarity with the weapons. Normally this is an Int check, the Musketeer receives a cumulative +1 bonus to this check at the following levels:
12 limit: 3, 6, 9, and 12.
20 limit: 5, 10, 15, and 20
The repair time is left up to the DM based on how badly the weapon is damaged and available tools and materials to fix.

Pirates are the scourge of the seas, hunting down and stealing cargo from other ships. Most are not overly skilled at sailing but excel at combat on board ship. They can be a bloodthirsty and murderous lot but most stick to a code or article of behavior.
Hit Die Type: 1d8 per level.
Armor Permitted: Any, but Thief abilities can only be used in Leather or lighter.
Weapons Permitted: Any but prefer short one-handed weapons for ship combat.
Prime Attribute (5% experience bonus): Dexterity 13+.

Close Quarter Fighter
The cramped quarters below decks hinder a man's fighting abilities (-2 to attacks) unless he is experienced with such things. The Pirate recieves no penalty for fighting in cramped spaces including below deck, in tunnels, etc.

Pirates lead a rough life and harden to it quickly or die. They add a +2 to  saving throws against disease and poison.

Thief Abilities
Being a tricksy and dangerous lad the Pirate can Hide in Shadows, Move Silently, and Climb Walls as well as a Thief of an equal level.

He can also Backstab as a Thief with the usual bonuses and extra damage.

Hit Die Type: 1d8 per level.
Level and Attack as: Fighter
Save as: Fighter
Armor Permitted: Leather or lighter. Their abilities can only be used in Leather or lighter.
Weapons Permitted: Any but prefer one-handed melee. Their usually high Dexterity makes them capable two weapon fighters.
Prime Attribute (5% experience bonus): Dexterity 13+.

As a Thief of equal level. This can also be used as the chance for maneuvers such as swinging from chandeliers and other acrobatic derring-do.

Can use two melee weapons with no penalty to the primary hand and only a -2 to the off-hand. In addition the Swashbuckler can choose to not take the off-hand attack and defend witih he weapon, gaining him a +1 AC bonus that round as if he had a shield.

Light on the Feet
When wearing leather or lighter armors the Swashbuckler receives a +2 bonus to their AC.

Quick with a Blade
The Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks.

Colonial Horror Games
The Colonial period is  well suited to horror games. Sleepy Hollow, Pirates of the Caribbean, Brotherhood of the Wolf, etc are a few examples.

Here's a few classes and rules for this genre:
Folkloric and Infernal Magic
Ritual Magic Option (anyone can cast)
Fear and Madness
Victorian Weird and Horror Races
Vampire PC's  ala Dark Shadows

Classes for Period Games. Notes and variations on a theme.

A bit rambling but felt like explaining a few design choices in my period game classes.
I try to keep my period games less power-gamey than pure D&D high fantasy, thus my preference for, and I loathe to use his term but it's Sunday and my brain is in chill mode, 'realistic' classes. Less powerful and fantastic. More grounded in 'reality.' The classic high fantasy versus low fantasy.

Thus traditional D&D Thieves, with their multitude of abilities are split into The Con-Man/Gambler and Burglar/Crook etc. More focused classes. Not a Fantasy James Bond or Batman do it all.  On the flip side I also like my players to have characters who are more competent. That's the man reason I went to my formula of 10 + level (or half level) + ability score modifier for most class abilities/'skills'. Percentiles can still be used as in traditional games but my players found the d20 mechanic smoother for their needs, I like it as well. Sometimes nostalgia hits and I'll refer to percentiles or use the generic 'as a Thief of equal level' to make some of the write ups more accessible to traditional DM's. Such was the case with my Revised and New Fantasy Classes.

The period games classes for Victorians, Westerns, Colonial, Pirates, and even Modern are designed to be used with each setting as needed. That's why most of the classes in different settings (such as the Gambler and Con-Man) are the same, just renamed for flavor, variations on a theme.

The real change is in the setting. Again, I like more competent characters and want my players to enjoy being pretty decent at things when beginning a character, thus for combat I changed the hit bonus to a Combat/Non-Combat class orientation and they still have a better chance to hit than in most traditional D&D games (+1 per level for Combat/+1 per 2 levels for Non-Combat). The Western Setting has everyone using the +1 to hit per level. Thus porting over a Physician requires that slight adjustment but it is fitting for that setting to have the Physician PC be able to fight better. It's a genre convention. Classic Victorian and Colonial Physician characters are non-combat roles.